NotesFAQContact Us
Collection
Advanced
Search Tips
Publication Date
In 20260
Since 202534
Since 2022 (last 5 years)256
Since 2017 (last 10 years)617
Showing 1 to 15 of 617 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Micha Gittinger; David Wiesche – Journal of Engineering Education, 2024
Background: The importance of spatial abilities for individuals' success in science, technology, engineering, and mathematics (STEM) domains has been well established. Researchers have also emphasized the need to train engineering students in spatial ability. Although virtual reality (VR) offers prospects for training spatial abilities, research…
Descriptors: Spatial Ability, Computer Simulation, Interaction, Engineering Education
Peer reviewed Peer reviewed
Direct linkDirect link
Saurav Shrestha; Yongwei Shan; Robert Emerson; Zahrasadat Hosseini – IEEE Transactions on Learning Technologies, 2025
This article introduces the development process of social presence-enabled augmented reality (SPEAR) tool, an innovative augmented reality (AR) based learning application tailored for online engineering education. SPEAR focuses on a learning module of structural beam-bending, empowering users to seamlessly integrate 3-D virtual beams into their…
Descriptors: Computer Simulation, Educational Technology, Online Courses, Engineering Education
Peer reviewed Peer reviewed
Direct linkDirect link
Yufang Cheng; Kai-Chao Yao; Li-xin Qiu; Li-hung Cheng – Journal of Special Education Technology, 2025
Individuals with autism spectrum disorder (ASD) often face significant challenges in social reciprocity, which involves the mutual exchange of social cues and interactions. This study investigates the potential of using a child-height assistive robot named Rudolf to enhance the social reciprocity skills of children with ASD. The research focused…
Descriptors: Autism Spectrum Disorders, Robotics, Interpersonal Competence, Interaction
Peer reviewed Peer reviewed
Direct linkDirect link
Noah Glaser; Lucas Jensen; Tina Riedy; Maggie Center; Jim Shifflett; Joseph Griffin – Educational Technology Research and Development, 2024
This qualitative research study aims to examine the potential of the commercially available serious game, Spiritfarer. The study focuses on the game's unique approach to serious themes and its ability to facilitate discussions about grief. A grounded theory approach was used to analyze lived experience descriptions from 54 participants. Findings…
Descriptors: Game Based Learning, Grief, Program Effectiveness, Empathy
Peer reviewed Peer reviewed
Direct linkDirect link
Grajewski, Damian; Hamrol, Adam – Interactive Learning Environments, 2023
The article presents the concept and first results of tests of a Virtual Reality system dedicated for interactive education of manual assembly procedure. The presented solution is based on the use of a Delta robot. The main task of the robot is to simulate the shape of virtual objects as an alternative to haptic devices. The manipulator with…
Descriptors: Computer Simulation, Robotics, Educational Technology, Job Training
Peer reviewed Peer reviewed
Direct linkDirect link
Jalongo, Mary Renck; Permenter, Faithe A.; Conrad, Kristina – Early Childhood Education Journal, 2023
A facility dog in a school is a comparatively recent category of working dog. These dogs typically are trained at the assistance, or service dog, level and are thoroughly prepared for their role. The school facility dog accompanies an owner/handler, who is a professional employee of the school, to work on a regular basis. Research on human-canine…
Descriptors: Animals, Interaction, Young Children, Program Effectiveness
Peer reviewed Peer reviewed
Direct linkDirect link
Victoria Hulks; A. Hoose; C. Croke; A. Hendry – Journal of Museum Education, 2025
Experiencing broad play and interaction opportunities is known to support children's learning and development and engagement with museum collections has the potential to stimulate enriching learning opportunities for even the youngest enquiring minds. Here, we describe the development of Toddler Time; a museum-based early years program developed…
Descriptors: Museums, Toddlers, Interaction, Interpersonal Communication
Peer reviewed Peer reviewed
Direct linkDirect link
Cheruvalath, Reena – Education and Information Technologies, 2023
Universities invest in Telepresence (TP) classroom methods to ensure quality teaching and learning while reaching as many students as possible at one time. However, TP classrooms are challenging. Existing research points out the limitations in guaranteeing "presence" in TP as that of face-to-face classes, which positively impacts…
Descriptors: Educational Technology, Interpersonal Relationship, Interaction, In Person Learning
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Anurata Prabha Hridi; Muntasir Hoq; Zhikai Gao; Collin Lynch; Rajeev Sahay; Seyyedali Hosseinalipour; Bita Akram – International Educational Data Mining Society, 2025
Social interactions among classroom peers, represented as social learning networks (SLNs), play a crucial role in enhancing learning outcomes. While SLN analysis has recently garnered attention, most existing approaches rely on centralized training, where data is aggregated and processed on a local/cloud server with direct access to raw data.…
Descriptors: Privacy, Peer Relationship, Online Courses, Social Networks
Peer reviewed Peer reviewed
Direct linkDirect link
Sandra Rodriguez-Arroyo; Connie L. Schaffer; Herb Thompson III; Paige Kristensen – Journal of Faculty Development, 2025
Campus administrators and faculty members conceptualized, planned, designed, implemented, and evaluated TANDEM (Thoughtful Advice. Nurtured Diversity. Engaged Mentorship.), a mentorship program designed to attract, support, and retain faculty. This article includes the stages of developing TANDEM and primarily focuses on how the program responded…
Descriptors: Mentors, College Faculty, Teacher Collaboration, Interpersonal Relationship
Peer reviewed Peer reviewed
Direct linkDirect link
Calvin Cheah Wei Chieh; Wong Teik Aun – Journal of Educational Technology Systems, 2025
This study examines Malaysian university students' engagement with two AI-based learning tools, ChatGPT and Google Gemini, focusing on learning support, usability, and emotional responses. A qualitative case study approach was adopted, involving semi-structured interviews and a focus group with ten undergraduates from diverse disciplines at a…
Descriptors: Foreign Countries, Undergraduate Students, Artificial Intelligence, Technology Uses in Education
Peer reviewed Peer reviewed
Direct linkDirect link
Felina Dinçer; Cathrin Schmidt; Silke Schworm – Journal of Further and Higher Education, 2024
Students in higher education face a multitude of life changes and challenges. In order to promote their mental health, the use of canine-assisted interventions (CAI) has gained increasing attention, yet one area that remains insufficiently studied is the influencing characteristics that may lead to the positive effects of CAIs. This study is a…
Descriptors: College Students, Mental Health, Intervention, Animals
Jeffrey D. Owens – ProQuest LLC, 2024
Positive programming from Law Enforcement organizations with K-12 students should be a priority. It can be challenging, but it can help lead to future elements of success for the kids. This study investigated law enforcement leaders' opinions, goals, and objectives in their approaches to positive programming. The participants were 12 law…
Descriptors: Elementary Secondary Education, Law Enforcement, Program Effectiveness, Police School Relationship
Peer reviewed Peer reviewed
Direct linkDirect link
Esmat Shamsi; Hossein Bozorgian – Asian-Pacific Journal of Second and Foreign Language Education, 2024
Multimedia is vastly used as authentic and available input in second and foreign-language contexts. To deal with the difficulties and complexities of comprehending these authentic materials, collaborative learning through metacognitive instruction helps develop learners' listening comprehension. The present study has mainly explored the role of…
Descriptors: Multimedia Instruction, English (Second Language), Second Language Learning, Cooperative Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Rustam Shadiev; Xuan Chen; Wayan Sintawati; Fahriye Altinay; Yan Li; Nurassyl Kerimbayev; Ahmed Tlili – Educational Technology & Society, 2025
Students are unable to view each other's VR content created with 360-degree video technology using head-mounted displays and discuss it in real-time. This limitation may confine the application of 360degree video technology in the field of intercultural learning to merely passive observation of cultural content on individual devices, thereby…
Descriptors: Video Technology, Technology Uses in Education, Computer Simulation, Cultural Awareness
Previous Page | Next Page »
Pages: 1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  |  10  |  11  |  ...  |  42